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title: "Shadow Catcher"
canonical: "https://documentation.chaos.com/space/VRAYHOUDINI/113279826/Shadow%20Catcher"
format: markdown
---
This tutorial walks you through the steps of creating a shadow/matte catcher. Overview A shadow catcher is a matte object, which is not directly visible in the scene, but shows the received shadows. This approach is ideal for achieving a photorealistic render, compositing a 3d object with a shadow on top of the environment map or just a backdrop. For the purpose of this tutorial, we use car geometry from our Chaos Cosmos 3D content library. The scene lighting is achieved with a V-Ray Dome light loaded with an HDRI, and another HDRI from  Poly Haven  used as an environment. The renders on the right illustrate what a great difference a shadow catcher usage adds to the final image. Note that the downloadable scene files show only the setup for Houdini. To download scene files:  Want to follow along but don’t have a license?:  no shadow catcher shadow catcher is added Workflow In this tutorial, a plane becomes a shadow catcher/matte object. There are two ways to do that: by applying Matte/Shadow object properties to the plane by using the V-Ray Wrapper material Open the scene you will use for this tutorial and let's delve into each method.  Note that the scene shows only the workflows in Houdini. Using V-Ray Object Properties Houdini Workflow Select the object, which will become a shadow catcher. In this particular case, select the plane. Click the  Object Props  button from the  V-Ray Shelf , or go to V-Ray top menu > Object Properties > Common to assign  object properties  to the selected plane. Next, go to the plane parameters and under the V-Ray tab > Matte / Shadow tab set the following settings: Enable  Matte /Shadow   Options . Enable  Matte Surface . Enable  Shadows  – this option allows the object to receive shadows. Enable  Affect Alpha  – this option determines whether the received shadows affect the alpha. The Alpha Contribution specifies whether to add to the alpha, when set to 1.0. When the option is set to -1.0, it takes away from the alpha. When set to 0.0, it leaves the alpha unchanged. Set the  Alpha Contribution  to  -1.0 . This allows the received shadows to take away from the alpha information for later compositing. For increased realism, set the  Matte For Secondary Rays  option to  With Projection Mapping . This enables the matte object to project the environment back onto other objects in the scene. The environment can be added in the /out network through a V-Ray Environment ROP that needs to be connected to the V-Ray Renderer ROP's Environment parameter. All these steps turn the plane into a Matte object. This means that it is not directly visible in the scene; instead the background color is shown in its place. Solaris Workflow In /stage, create a  Render Geometry Settings  LOP and chain it to the rest of the nodes. Drag the geometry you want to turn into a Matte Object and drop it into the  Primitives . Set or Create the following parameters: Matte surface Shadows Affect Alpha Alpha Contribution Then enable all of them, and set the  Alpha Contribution  to  -1 . For increased realism, set the  Matte For Secondary Rays  option to  With Projection Mapping . This enables the matte object to project the environment back onto other objects in the scene. The environment can be added through the Dome Light LOP parameters. Go to the V-Ray tab > Environment tab > Secondary Matte, and then set or create the needed parameters. Now the plane is a Matte object. Click the image to enlarge it. Using V-Ray Wrapper Material Houdini Workflow Another way to achieve the shadow catcher effect is through the use of  V-Ray Wrapper  material. In the mat Network, create a  V-Ray Wrapper  and assign it to the shadow catcher. In this case – to the plane. Enable the same options for the V-Ray Wrapper material as the ones outlined in the previous approach: Matte surface Shadows Affect Alpha Set the  Alpha contribution  to  -1.0 . For increased realism, set the  Matte For Secondary Rays  option to  With Projection Mapping . This enables the matte object to project the environment back onto other objects in the scene. The environment can be added in the /out network through a V-Ray Environment ROP that needs to be connected to the V-Ray Renderer ROP's Environment parameter. This turns the plane into a Matte object. This means that it is not directly visible in the scene; instead the background color is shown in its place. Solaris Workflow In /stage, create a  Material Library  LOP or use an existing one if available. Dive inside it and create a new material VOP -  VRayWrapper . Create an  Assign Material  LOP, and then assign the new shader to the shadow catcher (the plane). For more detailed instructions on how to work with Material Library and Assign Material LOPs, see the  Working with Solaris Materials  page. Enable the same options for the V-Ray Wrapper material as the ones outlined in the previous approach: Matte surface Shadows Affect Alpha Set the  Alpha contribution  to  -1.0 . Just like in the preceding workflows, set the  Matte For Secondary Rays  option to  With Projection Mapping  to increase the realism of the image. This enables the matte object to project the environment back onto other objects in the scene. The environment can be added through the Dome Light LOP parameters. Go to the V-Ray tab > Environment tab > Secondary Matte, and then set or create the needed parameters. Now the plane is a Matte object. This means that it is not directly visible in the scene; instead the background color is shown in its place. Click the image to enlarge it.